content: /*
   * Copyright 2008-present, David Karnok & Contributors
   * The file is part of the Open Imperium Galactica project.
   *
   * The code should be distributed under the LGPL license.
   * See http://www.gnu.org/licenses/lgpl.html for details.
   */
  
  package hu.openig.model;
  
  /**
   * The built-in sounds.
   * @author akarnokd, Apr 18, 2011
   */
  public enum SoundType {
      /** Sound. */
      ADD_PRODUCTION("ui/add_production"),
      /** Sound. */
      INFORMATION_ALIENS("ui/aliens"),
      /** Sound. */
      BAR("ui/bar"),
      /** Sound. */
      BRIDGE("ui/bridge"),
      /** Sound. */
      INFORMATION_BUILDINGS("ui/buildings"),
      /** Sound. */
      CABIN("ui/cabin"),
      /** Sound. */
      CARRIER_UNDER_ATTACK("ui/carrier_under_attack"),
      /** Sound. */
      COLONY("ui/colony"),
      /** Sound. */
      INFORMATION_COLONY("ui/colony_info"),
      /** Sound. */
      DEL_PRODUCTION("ui/del_production"),
      /** Sound. */
      DIPLOMACY("ui/diplomacy"),
      /** Sound. */
      ENEMY_FLEET_DETECTED("ui/enemy_fleet_detected"),
      /** Sound. */
      EQUIPMENT("ui/equipment"),
      /** Sound. */
      INFORMATION_FINANCIAL("ui/financial_info"),
      /** Sound. */
      INFORMATION_FLEETS("ui/fleets"),
      /** Sound. */
      DATABASE("ui/cabin"),
      /** Sound. */
      INFORMATION_INVENTIONS("ui/inventions"),
      /** Sound. */
      JOIN_FLEETS("ui/join_fleets"),
      /** Sound. */
      MESSAGE("ui/message"),
      /** Sound. */
      INFORMATION_MILITARY("ui/military_info"),
      /** Sound. */
      NEW_FLEET("ui/new_fleet"),
      /** Sound. */
      NEW_MESSAGE_1("ui/new_message_1"),
      /** Sound. */
      NEW_MESSAGE_2("ui/new_message_2"),
      /** Message indicator, longer, mentions the bridge. */
      NEW_MESSAGE_3("ui/new_message_3"),
      /** Sound. */
      PHSYCHOLOGIST_WAITING("ui/phsychologist_waiting"),
      /** Sound. */
      INFORMATION_PLANETS("ui/planets"),
      /** Sound. */
      PRODUCTION("ui/production"),
      /** Sound. */
      PRODUCTION_COMPLETE("ui/production_complete"),
      /** Sound. */
      RECORD_MESSAGE_NO("ui/record_message_no"),
      /** Sound. */
      RECORD_MESSAGE_YES("ui/record_message_yes"),
      /** Sound. */
      REINFORCEMENT_ARRIVED_1("ui/reinforcement_arrived_1"),
      /** Sound. */
      REINFORCEMENT_ARRIVED_2("ui/reinforcement_arrived_2"),
      /** Sound. */
      RESEARCH("ui/research"),
      /** Sound. */
      RESEARCH_COMPLETE("ui/research_completed"),
      /** Sound. */
      REVOLT("ui/revolt"),
      /** Sound. */
      SATELLITE_DESTROYED("ui/satellite_destroyed"),
      /** Sound. */
      SHIP_DEPLOYED("ui/ship_deployed"),
      /** Sound. */
      SPLIT_FLEET("ui/split_fleet"),
      /** Sound. */
      STARMAP("ui/starmap"),
      /** Sound. */
      START_RESEARCH("ui/start_research"),
      /** Sound. */
      STOP_RESEARCH("ui/stop_research"),
      /** Sound. */
      UNKNOWN_FLEET("ui/unknown_fleet"),
      /** Sound. */
      UNKNOWN_SHIP("ui/unknown_ship"),
      /** Sound. */
      DEPLOY_BUILDING("ui/deploy_building"),
      /** Sound. */
      DEMOLISH_BUILDING("ui/demolish_building"),
      /** The welcome message. */
      WELCOME("ui/welcome"),
      /** The function is not available. ui/not_available */
      NOT_AVAILABLE("ui/not_available"),
      /** Acknowledge command. spacewar/acknowledge_1 */
      ACKNOWLEDGE_1("spacewar/acknowledge_1"),
      /** Acknowledge command. groundwar/acknowledge_2 */
      ACKNOWLEDGE_2("groundwar/acknowledge_2"),
      /** Click response. */
      CLICK("spacewar/click_1"),
      /** Long explosion. */
      EXPLOSION_LONG("spacewar/explosion_long"),
      /** Medium explosion. */
      EXPLOSION_MEDIUM("spacewar/explosion_medium"),
      /** Medium explosion. */
      EXPLOSION_MEDIUM_2("groundwar/explosion_medium"),
      /** Short explosion. */
      EXPLOSION_SHORT("spacewar/explosion_short"),
      /** Fire type 1. */
      FIRE_1("spacewar/fire_1"),
      /** Fire type 2. */
      FIRE_2("spacewar/fire_2"),
      /** Fire type 3. */
      FIRE_3("spacewar/fire_3"),
      /** Ground fire type 1. */
      GROUND_FIRE_1("groundwar/fire_1"),
      /** Ground fire type 2. */
      GROUND_FIRE_2("groundwar/fire_2"),
      /** Ground fire type 3. */
      GROUND_FIRE_3("groundwar/fire_3"),
      /** Ground fire type 4. */
      GROUND_FIRE_4("groundwar/fire_4"),
      /** Ground fire type 5. */
      GROUND_FIRE_5("groundwar/fire_5"),
      /** Ground fire type 6. */
      GROUND_FIRE_6("groundwar/fire_6"),
      /** Ground fire type 7. */
      GROUND_FIRE_7("groundwar/fire_7"),
      /** Ground rocket hit. */
      GROUND_ROCKET_HIT("groundwar/ground_rocket_hit"),
      /** Fire laser1. */
      FIRE_LASER1("spacewar/fire_laser1"),
      /** Fire laser2. */
      FIRE_LASER2("spacewar/fire_laser2"),
      /** Fire meson cannon. */
      FIRE_MESON("spacewar/fire_meson"),
      /** Fire particle cannon. */
      FIRE_PARTICLE("spacewar/fire_particle"),
      /** Fire rocket v1. */
      FIRE_ROCKET_1("spacewar/fire_rocket_1"),
      /** Fire rocket v2. */
      FIRE_ROCKET_2("spacewar/fire_rocket_2"),
      /** Beam hit. */
      HIT("spacewar/hit"),
      /** Fire ground rocket. */
      FIRE_ROCKET("groundwar/fire_rocket"),
      /** Pause the game. */
      PAUSE("ui/pause"),
      /** Unpause the game. ui/acknowledge_1 */
      UNPAUSE("ui/acknowledge_1"),
      /** Medium frequency click. ui/click_medium_2 */
      CLICK_MEDIUM_2("ui/click_medium_2"),
      /** UI acknowledge 2. */
      UI_ACKNOWLEDGE_2("ui/acknowledge_2"),
      /** UI click low 1. */
      CLICK_LOW_1("ui/click_low_1"),
      /** UI click high 2. */
      CLICK_HIGH_2("ui/click_high_2"),
      /** Groundwar toggle panel. */
      GROUNDWAR_TOGGLE_PANEL("groundwar/toggle_panel"),
      /** UI click high 3. */
      CLICK_HIGH_3("ui/click_high_3"),
      /** Acknowledge command. ui/acknowledge_1 */
      UI_ACKNOWLEDGE_1("ui/acknowledge_1"),
      /** UI good bye. */
      GOOD_BYE("ui/good_bye"),
      /** Objective success. */
      SUCCESS("ui/success"),
      /** Objective fail. */
      FAIL("ui/fail"),
      /** New task. */
      NEW_TASK("ui/new_task"),
      /** New task. */
      ACHIEVEMENT("ui/achievement"),
      /** Hologram turn on. */
      HOLOGRAM_ON("ui/hologram_on"),
      /** Hologram turn off. */
      HOLOGRAM_OFF("ui/hologram_off"),
      /** The rain effect. */
      RAIN("ui/rain"),
      /** The tunder effect. */
      THUNDER("ui/thunder")
      ;
      /** The associated resource location. */
      public final String resource;
      /**
       * Initialize with a resource location.
       * @param resource the resource location
       */
      SoundType(String resource) {
          this.resource = resource;
      }
  }
  